bsnes/higan/target-loki/program/interface.cpp

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auto Program::loadRequest(uint id, string name, string type, bool required) -> void {
string location = BrowserDialog()
.setTitle({"Load ", name})
.setPath({Path::user(), "Emulation/", name})
.setFilters({string{name, "|*.", type}})
.openFolder();
if(!directory::exists(location)) return;
Update to v098r11 release. byuu says: Changelog: - fixed nall/path.hpp compilation issue - fixed ruby/audio/xaudio header declaration compilation issue (again) - cleaned up xaudio2.hpp file to match my coding syntax (12.5% of the file was whitespace overkill) - added null terminator entry to nall/windows/utf8.hpp argc[] array - nall/windows/guid.hpp uses the Windows API for generating the GUID - this should stop all the bug reports where two nall users were generating GUIDs at the exact same second - fixed hiro/cocoa compilation issue with uint# types - fixed major higan/sfc Super Game Boy audio latency issue - fixed higan/sfc CPU core bug with pei, [dp], [dp]+y instructions - major cleanups to higan/processor/r65816 core - merged emulation/native-mode opcodes - use camel-case naming on memory.hpp functions - simplify address masking code for memory.hpp functions - simplify a few opcodes themselves (avoid redundant copies, etc) - rename regs.* to r.* to match modern convention of other CPU cores - removed device.order<> concept from Emulator::Interface - cores will now do the translation to make the job of the UI easier - fixed plurality naming of arrays in Emulator::Interface - example: emulator.ports[p].devices[d].inputs[i] - example: vector<Medium> media - probably more surprises Major show-stoppers to the next official release: - we need to work on GB core improvements: LY=153/0 case, multiple STAT IRQs case, GBC audio output regs, etc. - we need to re-add software cursors for light guns (Super Scope, Justifier) - after the above, we need to fix the turbo button for the Super Scope I really have no idea how I want to implement the light guns. Ideally, we'd want it in higan/video, so we can support the NES Zapper with the same code. But this isn't going to be easy, because only the SNES knows when its output is interlaced, and its resolutions can vary as {256,512}x{224,240,448,480} which requires pixel doubling that was hard-coded to the SNES-specific behavior, but isn't appropriate to be exposed in higan/video.
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mediumPaths(id) = location;
folderPaths.append(location);
emulator->load(id);
}
auto Program::loadRequest(uint id, string filename, bool required) -> void {
Update to v098r11 release. byuu says: Changelog: - fixed nall/path.hpp compilation issue - fixed ruby/audio/xaudio header declaration compilation issue (again) - cleaned up xaudio2.hpp file to match my coding syntax (12.5% of the file was whitespace overkill) - added null terminator entry to nall/windows/utf8.hpp argc[] array - nall/windows/guid.hpp uses the Windows API for generating the GUID - this should stop all the bug reports where two nall users were generating GUIDs at the exact same second - fixed hiro/cocoa compilation issue with uint# types - fixed major higan/sfc Super Game Boy audio latency issue - fixed higan/sfc CPU core bug with pei, [dp], [dp]+y instructions - major cleanups to higan/processor/r65816 core - merged emulation/native-mode opcodes - use camel-case naming on memory.hpp functions - simplify address masking code for memory.hpp functions - simplify a few opcodes themselves (avoid redundant copies, etc) - rename regs.* to r.* to match modern convention of other CPU cores - removed device.order<> concept from Emulator::Interface - cores will now do the translation to make the job of the UI easier - fixed plurality naming of arrays in Emulator::Interface - example: emulator.ports[p].devices[d].inputs[i] - example: vector<Medium> media - probably more surprises Major show-stoppers to the next official release: - we need to work on GB core improvements: LY=153/0 case, multiple STAT IRQs case, GBC audio output regs, etc. - we need to re-add software cursors for light guns (Super Scope, Justifier) - after the above, we need to fix the turbo button for the Super Scope I really have no idea how I want to implement the light guns. Ideally, we'd want it in higan/video, so we can support the NES Zapper with the same code. But this isn't going to be easy, because only the SNES knows when its output is interlaced, and its resolutions can vary as {256,512}x{224,240,448,480} which requires pixel doubling that was hard-coded to the SNES-specific behavior, but isn't appropriate to be exposed in higan/video.
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string pathname = mediumPaths(emulator->group(id));
string location = {pathname, filename};
if(filename == "manifest.bml" && pathname && !pathname.endsWith("sys/")) {
if(!file::exists(location)) {
if(auto manifest = execute("icarus", "--manifest", pathname)) {
memorystream stream{manifest.output.data<uint8_t>(), manifest.output.size()};
return emulator->load(id, stream);
}
}
}
if(file::exists(location)) {
mmapstream stream{location};
return emulator->load(id, stream);
}
if(required) MessageDialog().setTitle("loki").setText({
"Missing required file: ", nall::filename(location), "\n\n",
"From location:\n", nall::pathname(location)
}).error();
}
auto Program::saveRequest(uint id, string filename) -> void {
Update to v098r11 release. byuu says: Changelog: - fixed nall/path.hpp compilation issue - fixed ruby/audio/xaudio header declaration compilation issue (again) - cleaned up xaudio2.hpp file to match my coding syntax (12.5% of the file was whitespace overkill) - added null terminator entry to nall/windows/utf8.hpp argc[] array - nall/windows/guid.hpp uses the Windows API for generating the GUID - this should stop all the bug reports where two nall users were generating GUIDs at the exact same second - fixed hiro/cocoa compilation issue with uint# types - fixed major higan/sfc Super Game Boy audio latency issue - fixed higan/sfc CPU core bug with pei, [dp], [dp]+y instructions - major cleanups to higan/processor/r65816 core - merged emulation/native-mode opcodes - use camel-case naming on memory.hpp functions - simplify address masking code for memory.hpp functions - simplify a few opcodes themselves (avoid redundant copies, etc) - rename regs.* to r.* to match modern convention of other CPU cores - removed device.order<> concept from Emulator::Interface - cores will now do the translation to make the job of the UI easier - fixed plurality naming of arrays in Emulator::Interface - example: emulator.ports[p].devices[d].inputs[i] - example: vector<Medium> media - probably more surprises Major show-stoppers to the next official release: - we need to work on GB core improvements: LY=153/0 case, multiple STAT IRQs case, GBC audio output regs, etc. - we need to re-add software cursors for light guns (Super Scope, Justifier) - after the above, we need to fix the turbo button for the Super Scope I really have no idea how I want to implement the light guns. Ideally, we'd want it in higan/video, so we can support the NES Zapper with the same code. But this isn't going to be easy, because only the SNES knows when its output is interlaced, and its resolutions can vary as {256,512}x{224,240,448,480} which requires pixel doubling that was hard-coded to the SNES-specific behavior, but isn't appropriate to be exposed in higan/video.
2016-05-25 11:13:02 +00:00
string pathname = mediumPaths(emulator->group(id));
string location = {pathname, filename};
//filestream stream{location, file::mode::write};
//return emulator->save(id, stream);
}
auto Program::videoRefresh(const uint32* data, uint pitch, uint width, uint height) -> void {
uint32_t* output;
uint length;
if(video->lock(output, length, width, height)) {
pitch >>= 2, length >>= 2;
for(auto y : range(height)) {
memory::copy(output + y * length, data + y * pitch, width * sizeof(uint32));
}
video->unlock();
video->refresh();
}
}
auto Program::audioSample(int16 left, int16 right) -> void {
audio->sample(left, right);
}
auto Program::inputPoll(uint port, uint device, uint input) -> int16 {
if(!presentation->focused()) return 0;
shared_pointer<HID::Keyboard> keyboard;
for(auto& device : devices) {
if(device->isKeyboard()) {
keyboard = device;
break;
}
}
if(port == (uint)SFC::Port::Controller1) {
if(device == (uint)SFC::Device::Gamepad) {
#define map(id, name) \
case id: \
if(auto code = keyboard->buttons().find(name)) { \
return keyboard->buttons().input(*code).value(); \
} \
break; \
switch(input) {
map(SFC::Gamepad::Up, "Up");
map(SFC::Gamepad::Down, "Down");
map(SFC::Gamepad::Left, "Left");
map(SFC::Gamepad::Right, "Right");
map(SFC::Gamepad::B, "Z");
map(SFC::Gamepad::A, "X");
map(SFC::Gamepad::Y, "A");
map(SFC::Gamepad::X, "S");
map(SFC::Gamepad::L, "D");
map(SFC::Gamepad::R, "C");
map(SFC::Gamepad::Select, "Apostrophe");
map(SFC::Gamepad::Start, "Return");
}
#undef map
}
}
return 0;
}
auto Program::inputRumble(uint port, uint device, uint input, bool enable) -> void {
}
auto Program::dipSettings(const Markup::Node& node) -> uint {
return 0;
}
auto Program::path(uint group) -> string {
Update to v098r11 release. byuu says: Changelog: - fixed nall/path.hpp compilation issue - fixed ruby/audio/xaudio header declaration compilation issue (again) - cleaned up xaudio2.hpp file to match my coding syntax (12.5% of the file was whitespace overkill) - added null terminator entry to nall/windows/utf8.hpp argc[] array - nall/windows/guid.hpp uses the Windows API for generating the GUID - this should stop all the bug reports where two nall users were generating GUIDs at the exact same second - fixed hiro/cocoa compilation issue with uint# types - fixed major higan/sfc Super Game Boy audio latency issue - fixed higan/sfc CPU core bug with pei, [dp], [dp]+y instructions - major cleanups to higan/processor/r65816 core - merged emulation/native-mode opcodes - use camel-case naming on memory.hpp functions - simplify address masking code for memory.hpp functions - simplify a few opcodes themselves (avoid redundant copies, etc) - rename regs.* to r.* to match modern convention of other CPU cores - removed device.order<> concept from Emulator::Interface - cores will now do the translation to make the job of the UI easier - fixed plurality naming of arrays in Emulator::Interface - example: emulator.ports[p].devices[d].inputs[i] - example: vector<Medium> media - probably more surprises Major show-stoppers to the next official release: - we need to work on GB core improvements: LY=153/0 case, multiple STAT IRQs case, GBC audio output regs, etc. - we need to re-add software cursors for light guns (Super Scope, Justifier) - after the above, we need to fix the turbo button for the Super Scope I really have no idea how I want to implement the light guns. Ideally, we'd want it in higan/video, so we can support the NES Zapper with the same code. But this isn't going to be easy, because only the SNES knows when its output is interlaced, and its resolutions can vary as {256,512}x{224,240,448,480} which requires pixel doubling that was hard-coded to the SNES-specific behavior, but isn't appropriate to be exposed in higan/video.
2016-05-25 11:13:02 +00:00
return mediumPaths(group);
}
auto Program::notify(string text) -> void {
}